Reference
Ammunition
The Iron Nest fires 21 shell types. Each has its own damage, blast radius, dispersion and requisition cost — the powder-charge range table is shared. Pick a shell for full ballistics.

Armour-piercing shell, minimal bursting charge. Minimal blast radius.
- Damage
- 2
- Blast
- 0.15
- Cost
- 10

Armour-piercing shell, medium bursting charge. Medium blast radius.
- Damage
- 2
- Blast
- 0.25
- Cost
- 15

Experimental fissile-core shell. Theorised sustained chain-reaction. Effects untested.
- Damage
- 2
- Blast
- 3
- Cost
- 666

Cluster shell, six HE bomblets scattered on impact. Effective against infantry and vehicles.
- Damage
- 1
- Blast
- 0.5
- Cost
- 17

Cyanogen gas shell. Lethal to units in the open. Fortified units unaffected.
- Damage
- 1
- Blast
- 0.75
- Cost
- 28

Blind-loaded practice shell. Concrete-filled, inert. Minimal effective radius.
- Damage
- 1
- Blast
- 0.07
- Cost
- 3
- Damage
- 1
- Blast
- 1
- Cost
- Not normally purchasable

Armour-piercing shell, deep-penetrating delayed subterranean burst. Large blast radius.
- Damage
- 2
- Blast
- 0.55
- Cost
- 26

Flechette shell. Large area of effect. Lethal only to infantry on foot in the open.
- Damage
- 1
- Blast
- 0.62
- Cost
- 20

High-capacity high-explosive shell. Thin-walled, maximum bursting charge. Large blast radius.
- Damage
- 1
- Blast
- 0.55
- Cost
- 18

Medium-capacity high-explosive shell. Medium blast radius.
- Damage
- 1
- Blast
- 0.25
- Cost
- 10

Incendiary shell. Ignites a fire on impact, medium radius. Chance to spread.
- Damage
- 1
- Blast
- 0.25
- Cost
- 12

Medium-capacity low-grade explosive shell. Small blast radius.
- Damage
- 1
- Blast
- 0.15
- Cost
- 8

Parachute-delayed cluster shell. Six HE bomblets. Staggered impacts 10 seconds apart.
- Damage
- 1
- Blast
- 0.15
- Cost
- 15

Phosgene choking gas shell. Units flee the cloud. If suppressed, they die in it.
- Damage
- 1
- Blast
- 0.62
- Cost
- 10

Propaganda leaflet shell. Suppresses enemy troops under the glory of Castile. Chance to induce desertion.
- Damage
- 1
- Blast
- 0.5
- Cost
- 7

Covering smoke shell. Non-lethal, allied units advance toward the impact point.
- Damage
- 1
- Blast
- 1
- Cost
- 2

Parachute-delayed illumination shell. Lights the target area for scouting.
- Damage
- 0
- Blast
- 0.5
- Cost
- 2

Chloroacetophenone gas shell. Suppresses units, and reveals any hidden ones.
- Damage
- 0
- Blast
- 0.75
- Cost
- 8

Thermal incendiary shell. Ignites a fire on impact, large radius. High chance to spread.
- Damage
- 1
- Blast
- 0.35
- Cost
- 22

White phosphorus shell. Units flee the cloud, or die if suppressed. Chance to ignite fires.
- Damage
- 0
- Blast
- 0.75
- Cost
- 10